Unknown W. Brackets
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dff4aeb30f
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Correct uv bound pointers in arm vertexjit.
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2015-09-13 14:55:10 -07:00 |
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Unknown W. Brackets
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5c233fa545
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Add initial decoding check for uv bounds.
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2015-09-13 10:00:33 -07:00 |
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Unknown W. Brackets
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c6b55459b1
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vertexjit: Skip soft skinning setup when morphing.
This makes x86 match arm.
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2015-05-16 21:47:13 -07:00 |
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Henrik Rydgard
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4422b3deb7
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x86: Minor soft-skinning optimization
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2014-11-16 17:43:29 +01:00 |
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Unknown W. Brackets
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c02172ebd5
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vertexjit: Oops, this wasn't supposed to be there.
Fixes #7081.
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2014-11-11 08:31:27 -08:00 |
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Unknown W. Brackets
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a838459627
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vertexjit: Optimize weights on x64 (not 32-bit.)
A few percent in Gods Eater Burst and Kingdom Hearts.
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2014-11-08 15:16:02 -08:00 |
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Henrik Rydgard
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8177b4c43b
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Avoid an ifdef using PTRBITS
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2014-10-12 19:35:55 +02:00 |
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Unknown W. Brackets
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4210ba44eb
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Clean up a few more ImmPtr() cases.
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2014-09-21 08:34:27 -07:00 |
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Unknown W. Brackets
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967df9c018
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vertexjit: Use SSE4 in tc u8/u16 code.
It's not much different for non-SSE 4, might as well be common.
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2014-09-17 23:15:24 -07:00 |
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Unknown W. Brackets
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5276487611
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vertexjit: Use SSE for all weights, u8/u16.
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2014-09-17 23:14:36 -07:00 |
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Unknown W. Brackets
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4c1061ff4a
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vertexjit: Optimize the d3d9 weights a bit.
Only used without skinning on, or with morph, of course.
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2014-09-17 08:39:56 -07:00 |
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Unknown W. Brackets
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062bcceeee
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Oops, forgot to multiply.
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2014-09-17 08:27:44 -07:00 |
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Unknown W. Brackets
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f426be59b4
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vertexjit: Initial u8/u16 weights for d3d9.
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2014-09-16 23:28:35 -07:00 |
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Unknown W. Brackets
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37f90597e3
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vertexjit: Optimize u8/u16 weights a little.
Only for uncommon values.
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2014-09-16 23:28:28 -07:00 |
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Henrik Rydgard
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1407648b59
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D3D vtxdec: Convert weights and normals to float
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2014-09-12 02:00:33 +02:00 |
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Henrik Rydgard
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0727df6f0a
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Jit the most common of the "ToFloat" texcoord conversions
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2014-09-12 02:00:33 +02:00 |
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Henrik Rydgard
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37e3cf362f
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Move vertexdecoder files into GPU/Common
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2014-09-12 02:00:32 +02:00 |
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